mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-12-02 04:11:30 +11:00
247 lines
8.1 KiB
C
247 lines
8.1 KiB
C
|
vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){
|
||
|
vec3 weights = vec3(0.,0.,0.);
|
||
|
float intens = 1.;
|
||
|
float inv = 1.-mask_intensity;
|
||
|
vec3 green = vec3(inv, intens, inv);
|
||
|
vec3 magenta = vec3(intens,inv,intens);
|
||
|
vec3 black = vec3(inv,inv,inv);
|
||
|
vec3 red = vec3(intens,inv,inv);
|
||
|
vec3 yellow = vec3(intens,inv,intens);
|
||
|
vec3 cyan = vec3(inv,intens,intens);
|
||
|
vec3 blue = vec3(inv,inv,intens);
|
||
|
int w, z = 0;
|
||
|
|
||
|
vec3 aperture_weights = mix(magenta, green, floor(mod(coord.x, 2.0)));
|
||
|
|
||
|
if(phosphor_layout == 1){
|
||
|
// classic aperture for RGB panels; good for 1080p, too small for 4K+
|
||
|
// aka aperture_1_2_bgr
|
||
|
weights = aperture_weights;
|
||
|
}
|
||
|
|
||
|
else if(phosphor_layout == 2){
|
||
|
// 2x2 shadow mask for RGB panels; good for 1080p, too small for 4K+
|
||
|
// aka delta_1_2x1_bgr
|
||
|
vec3 inverse_aperture = mix(green, magenta, floor(mod(coord.x, 2.0)));
|
||
|
weights = mix(aperture_weights, inverse_aperture, floor(mod(coord.y, 2.0)));
|
||
|
}
|
||
|
|
||
|
else if(phosphor_layout == 3){
|
||
|
// slot mask for RGB panels; looks okay at 1080p, looks better at 4K
|
||
|
vec3 slotmask[3][4] = {
|
||
|
{magenta, green, black, black},
|
||
|
{magenta, green, magenta, green},
|
||
|
{black, black, magenta, green}
|
||
|
};
|
||
|
|
||
|
// find the vertical index
|
||
|
w = int(floor(mod(coord.y, 3.0)));
|
||
|
|
||
|
// find the horizontal index
|
||
|
z = int(floor(mod(coord.x, 4.0)));
|
||
|
|
||
|
// use the indexes to find which color to apply to the current pixel
|
||
|
weights = slotmask[w][z];
|
||
|
}
|
||
|
|
||
|
if(phosphor_layout == 4){
|
||
|
// classic aperture for RBG panels; good for 1080p, too small for 4K+
|
||
|
weights = mix(yellow, blue, floor(mod(coord.x, 2.0)));
|
||
|
}
|
||
|
|
||
|
else if(phosphor_layout == 5){
|
||
|
// 2x2 shadow mask for RBG panels; good for 1080p, too small for 4K+
|
||
|
vec3 inverse_aperture = mix(blue, yellow, floor(mod(coord.x, 2.0)));
|
||
|
weights = mix(mix(yellow, blue, floor(mod(coord.x, 2.0))), inverse_aperture, floor(mod(coord.y, 2.0)));
|
||
|
}
|
||
|
|
||
|
else if(phosphor_layout == 6){
|
||
|
// aperture_1_4_rgb; good for simulating lower
|
||
|
vec3 ap4[4] = vec3[](red, green, blue, black);
|
||
|
|
||
|
z = int(floor(mod(coord.x, 4.0)));
|
||
|
|
||
|
weights = ap4[z];
|
||
|
}
|
||
|
|
||
|
else if(phosphor_layout == 7){
|
||
|
// aperture_2_5_bgr
|
||
|
vec3 ap3[5] = vec3[](red, magenta, blue, green, green);
|
||
|
|
||
|
z = int(floor(mod(coord.x, 5.0)));
|
||
|
|
||
|
weights = ap3[z];
|
||
|
}
|
||
|
|
||
|
else if(phosphor_layout == 8){
|
||
|
// aperture_3_6_rgb
|
||
|
|
||
|
vec3 big_ap[7] = vec3[](red, red, yellow, green, cyan, blue, blue);
|
||
|
|
||
|
w = int(floor(mod(coord.x, 7.)));
|
||
|
|
||
|
weights = big_ap[w];
|
||
|
}
|
||
|
|
||
|
else if(phosphor_layout == 9){
|
||
|
// reduced TVL aperture for RGB panels
|
||
|
// aperture_2_4_rgb
|
||
|
|
||
|
vec3 big_ap_rgb[4] = vec3[](red, yellow, cyan, blue);
|
||
|
|
||
|
w = int(floor(mod(coord.x, 4.)));
|
||
|
|
||
|
weights = big_ap_rgb[w];
|
||
|
}
|
||
|
|
||
|
else if(phosphor_layout == 10){
|
||
|
// reduced TVL aperture for RBG panels
|
||
|
|
||
|
vec3 big_ap_rbg[4] = vec3[](red, magenta, cyan, green);
|
||
|
|
||
|
w = int(floor(mod(coord.x, 4.)));
|
||
|
|
||
|
weights = big_ap_rbg[w];
|
||
|
}
|
||
|
|
||
|
else if(phosphor_layout == 11){
|
||
|
// delta_1_4x1_rgb; dunno why this is called 4x1 when it's obviously 4x2 /shrug
|
||
|
vec3 delta1[2][4] = {
|
||
|
{red, green, blue, black},
|
||
|
{blue, black, red, green}
|
||
|
};
|
||
|
|
||
|
w = int(floor(mod(coord.y, 2.0)));
|
||
|
z = int(floor(mod(coord.x, 4.0)));
|
||
|
|
||
|
weights = delta1[w][z];
|
||
|
}
|
||
|
|
||
|
else if(phosphor_layout == 12){
|
||
|
// delta_2_4x1_rgb
|
||
|
vec3 delta[2][4] = {
|
||
|
{red, yellow, cyan, blue},
|
||
|
{cyan, blue, red, yellow}
|
||
|
};
|
||
|
|
||
|
w = int(floor(mod(coord.y, 2.0)));
|
||
|
z = int(floor(mod(coord.x, 4.0)));
|
||
|
|
||
|
weights = delta[w][z];
|
||
|
}
|
||
|
|
||
|
else if(phosphor_layout == 13){
|
||
|
// delta_2_4x2_rgb
|
||
|
vec3 delta[4][4] = {
|
||
|
{red, yellow, cyan, blue},
|
||
|
{red, yellow, cyan, blue},
|
||
|
{cyan, blue, red, yellow},
|
||
|
{cyan, blue, red, yellow}
|
||
|
};
|
||
|
|
||
|
w = int(floor(mod(coord.y, 4.0)));
|
||
|
z = int(floor(mod(coord.x, 4.0)));
|
||
|
|
||
|
weights = delta[w][z];
|
||
|
}
|
||
|
|
||
|
else if(phosphor_layout == 14){
|
||
|
// slot mask for RGB panels; too low-pitch for 1080p, looks okay at 4K, but wants 8K+
|
||
|
vec3 slotmask[3][6] = {
|
||
|
{magenta, green, black, black, black, black},
|
||
|
{magenta, green, black, magenta, green, black},
|
||
|
{black, black, black, magenta, green, black}
|
||
|
};
|
||
|
|
||
|
// find the vertical index
|
||
|
w = int(floor(mod(coord.y, 3.0)));
|
||
|
|
||
|
// find the horizontal index
|
||
|
z = int(floor(mod(coord.x, 6.0)));
|
||
|
|
||
|
// use the indexes to find which color to apply to the current pixel
|
||
|
weights = slotmask[w][z];
|
||
|
}
|
||
|
|
||
|
else if(phosphor_layout == 15){
|
||
|
// slot_2_4x4_rgb
|
||
|
vec3 slot2[4][8] = {
|
||
|
{red, yellow, cyan, blue, red, yellow, cyan, blue },
|
||
|
{red, yellow, cyan, blue, black, black, black, black},
|
||
|
{red, yellow, cyan, blue, red, yellow, cyan, blue },
|
||
|
{black, black, black, black, red, yellow, cyan, blue }
|
||
|
};
|
||
|
|
||
|
w = int(floor(mod(coord.y, 4.0)));
|
||
|
z = int(floor(mod(coord.x, 8.0)));
|
||
|
|
||
|
weights = slot2[w][z];
|
||
|
}
|
||
|
|
||
|
else if(phosphor_layout == 16){
|
||
|
// slot mask for RBG panels; too low-pitch for 1080p, looks okay at 4K, but wants 8K+
|
||
|
vec3 slotmask[3][4] = {
|
||
|
{yellow, blue, black, black},
|
||
|
{yellow, blue, yellow, blue},
|
||
|
{black, black, yellow, blue}
|
||
|
};
|
||
|
|
||
|
// find the vertical index
|
||
|
w = int(floor(mod(coord.y, 3.0)));
|
||
|
|
||
|
// find the horizontal index
|
||
|
z = int(floor(mod(coord.x, 4.0)));
|
||
|
|
||
|
// use the indexes to find which color to apply to the current pixel
|
||
|
weights = slotmask[w][z];
|
||
|
}
|
||
|
|
||
|
else if(phosphor_layout == 17){
|
||
|
// slot_2_5x4_bgr
|
||
|
vec3 slot2[4][10] = {
|
||
|
{red, magenta, blue, green, green, red, magenta, blue, green, green},
|
||
|
{black, blue, blue, green, green, red, red, black, black, black},
|
||
|
{red, magenta, blue, green, green, red, magenta, blue, green, green},
|
||
|
{red, red, black, black, black, black, blue, blue, green, green}
|
||
|
};
|
||
|
|
||
|
w = int(floor(mod(coord.y, 4.0)));
|
||
|
z = int(floor(mod(coord.x, 10.0)));
|
||
|
|
||
|
weights = slot2[w][z];
|
||
|
}
|
||
|
|
||
|
else if(phosphor_layout == 18){
|
||
|
// same as above but for RBG panels
|
||
|
vec3 slot2[4][10] = {
|
||
|
{red, yellow, green, blue, blue, red, yellow, green, blue, blue },
|
||
|
{black, green, green, blue, blue, red, red, black, black, black},
|
||
|
{red, yellow, green, blue, blue, red, yellow, green, blue, blue },
|
||
|
{red, red, black, black, black, black, green, green, blue, blue }
|
||
|
};
|
||
|
|
||
|
w = int(floor(mod(coord.y, 4.0)));
|
||
|
z = int(floor(mod(coord.x, 10.0)));
|
||
|
|
||
|
weights = slot2[w][z];
|
||
|
}
|
||
|
|
||
|
else if(phosphor_layout == 19){
|
||
|
// slot_3_7x6_rgb
|
||
|
vec3 slot[6][14] = {
|
||
|
{red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue},
|
||
|
{red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue},
|
||
|
{red, red, yellow, green, cyan, blue, blue, black, black, black, black, black, black, black},
|
||
|
{red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue},
|
||
|
{red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue},
|
||
|
{black, black, black, black, black, black, black, black, red, red, yellow, green, cyan, blue}
|
||
|
};
|
||
|
|
||
|
w = int(floor(mod(coord.y, 6.0)));
|
||
|
z = int(floor(mod(coord.x, 14.0)));
|
||
|
|
||
|
weights = slot[w][z];
|
||
|
}
|
||
|
|
||
|
return weights;
|
||
|
}
|